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Dishonored 2 Designers Break Down the Clockwork Mansion | On the Level

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    Between a masquerade ball, a brilliant bank
    heist, and a house trapped between two moments
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    in time - the Dishonored series is famous
    for its intricate and imaginative level design.
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    But if there's one stage that truly fits that
    description, it's the Clockwork Mansion from
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    Dishonored 2 - a shape-shifting stately home
    where walls rotate on carousels, entire rooms
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    disappear into the floor, and furniture gets
    rearranged by hidden mechanisms.
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    It's the home of one Kirin Jindosh - an eccentric
    inventor who is building an army of robotic
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    soldiers, and has also imprisoned your pal
    Sokolov in his basement.
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    So you'll need to get in, take control of
    the mansion, stop Jindosh from making any
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    more robots, and bust Sokolov out.
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    So welcome to On the Level - a video series
    in which I play excellent video game stages,
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    alongside the designers who made them.
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    For this episode, I played through the Clockwork
    Mansion while talking to level designer Dana Nightingale.
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    She was responsible for planning out the mansion's
    layout and its gameplay beats, using flowcharts
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    and prototypes.
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    Also on the call was David Di Giacomo, the
    level's artist.
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    His job was to actually build the mansion,
    come up with the mechanisms and movements,
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    and turn Dana's ideas into reality.
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    A quick note that in this video, David's answers
    will be in French, with English subtitles.
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    So, before I open the door and enter the mansion,
    I asked Dana how she first came to work on this level.
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    DANA: I had wrapped up my work on the Knife
    of Dunwall and I was just shown a list - a
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    rather long list - of all of the potential
    level ideas that the team was brainstorming
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    to include in Dishonored 2.
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    And one of them was the mansion of a clockwork
    inventor.
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    Like, I skimmed the list, and I look at the
    list thinking 'this is going to be super hard
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    to decide, how am I going to know which one
    to pick?'.
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    And I see that one and I'm like 'yeah! That one!
    That's the one i'm doing!'."
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    MARK: Do you remember any of the other ideas
    on the list?
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    DANA: I only remember the others that I prototyped.
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    But I did do a prototype for a redux of the
    masquerade ball concept, which we eventually
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    decided to not do.
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    We didn't want to try to out-Boyle Lady Boyle
    immediately.
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    Though we are now revisiting it for Deathloop:
    the party with all the wolf masks.
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    And another one that was actually supposed
    to be part of the Clockwork Mansion
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    was the wind corridor.
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    You were supposed to have to travel through
    that in order to get to Jindosh's mansion.
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    So first you go through these crazy factories
    with all these mechanics built around the
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    wind being strong enough to actually pick
    you up and blow you away.
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    But that really didn't make it very far.
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    The scope of the game was being nailed down
    and we realised we had too much.
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    So we we had to, like, let go of a few of
    the ideas and that was one of them.
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    MARK: So once you have that prompt what did
    you do next?
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    DANA: So then I just started prototyping.
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    So no concept at all of what the layout would
    be, what what the challenges would be.
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    The only thing we knew for sure was there
    was going to be the inventor, Sokolov was
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    going to play a role, and there were these
    clockwork soldiers.
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    Other than that it was just prototyping different
    moving rooms, different layouts.
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    Oh, and a big emphasis from like day zero
    on letting the player be inside the mechanisms.
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    It was always about this divide between the
    space for normal people and the space where
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    the player could go in the guts of the building.
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    Which was very in line with the the design
    philosophy from Dishonored where there was
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    always this threshold between where normal
    people can go and where a supernatural assassin can go.
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    It was always kind of a sense of a behind
    the scenes even from the earliest Dishonored map.
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    But now we could take it a step even further.
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    MARK, NARRATION: There were more concepts
    and prototypes for the level,
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    but we'll come back to them later.
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    For now, I better start the stage itself.
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    *Creaky wooden door opens*
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    So the mansion begins in a small, innocuous
    entryway.
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    And there's not much for me to do than to
    pull on this strange lever…
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    MARK: So what did you want to achieve with
    this first transformation?
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    DANA: This was just to make the player, like,
    [—] themselves, basically.
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    Am I allowed to say that?
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    Should I do another take?
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    The point of this part was to just, you know,
    wow the player.
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    MARK: David, what do you remember about actually
    building this part of the map?
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    MARK: It's interesting that the level begins
    in a neutral state.
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    What was the thought behind that?
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    DANA: The initial idea is the clockwork is
    immediately hostile.
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    But that's such an overwhelming thing to do
    to the player immediately.
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    So what I wanted to do to, like, let the player
    focus on the drama of the moment and give
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    them a chance to look at the clockwork soldier
    was to to start it off as non-hostile.
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    And of course the trouble was is that 80 percent
    of the players would just hide already.
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    They would assume that it's hostile.
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    We actually decided to, like, let that work.
    So if you do hide and the clockwork soldier
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    doesn't see you, Jindosh will start to say
    like…
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    JINDOSH: Hello?
    Anyone there?
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    Could there be some misfiring of the mechanism?
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    No one then.
    Strange…
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    DANA: And then you can continue through the
    map in that perfect stealth run.
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    You know, sometimes you have to see how players
    are actually reacting and rather than just
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    fighting against it you, like, have to just
    go with it and say 'well, this is their natural
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    reaction.
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    What do we give them to validate this reaction?'.
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    MARK: David, how did you go about building the atrium?
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    MARK: Now we get to meet Jindosh.
    What can you tell me about this scene?
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    DANA: Well this scene where you're speaking
    to him was something we wanted to do more
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    of after Dishonored 1, where the player would
    sometimes just see the antagonist of the level
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    very briefly, or sometimes they would be dead
    before you even realised that you had met them.
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    So we looked for many opportunities in Dishonored
    2 to let the player meet the antagonists early,
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    in a context where you couldn't necessarily
    engage with them.
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    So we could do more with presenting their
    character.
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    JINDOSH: I'd assume my involvement with the
    Duke brought you to my door.
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    Or maybe you're after washed up Anton Sokolov,
    comfortably residing in the assessment chamber?
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    MARK: Jindosh also taunts you over the loudspeaker
    throughout the level.
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    I'm sensing maybe like a SHODAN influence?
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    DANA: Oh one thousand percent.
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    That's just the way I talked about it the
    entire time - it was Jindosh's SHODAN lines.
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    MARK: What can you tell me about designing
    the clockwork soldiers?
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    DANA: The reason the whole level exists is
    because we want non-human enemies so players
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    have more opportunity to use their tools without
    having to worry about engaging with the chaos system.
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    So now you can let loose on these mechanical
    creatures.
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    One of the things that was a result of seeing
    how they actually worked in the map was the
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    decision to make there be two types, because
    they were just such a difficult enemy there
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    was no difficulty gradient in the map.
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    Immediately you were super overwhelmed by
    this insurmountable enemy who could see behind it,
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    it could attack in all directions.
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    I gave a ton of feedback to the teams in charge
    of that to say I would really like something
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    a bit easier so I can create a few encounters
    early on that are a bit less intimidating,
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    get the player used to fighting them.
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    So this one, for example, is the simpler version.
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    MARK: I like how these two characters give
    you some clues about dealing with the clockwork
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    soldiers through their dialogue…
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    DANA: We have to consider that some players
    are going to go very slowly and be very observant
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    and they're going to read every bit of information.
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    And we want them to feel like that caution
    is rewarded.
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    GUARD: It'll wake up on its own if a fight
    breaks out.
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    They're blind but they can still hear.
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    DANA: But the other player who just wants
    to skip all that and dig right in and just
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    engage immediately… they're going to learn
    by doing.
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    The clockwork soldiers' animations will give
    them different cues and the audio cues from
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    the way it's behaving.
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    So both players wind up with the same information
    but they both got it in a way that was more
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    in line with how they want to play.
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    MARK, NARRATION: After escaping from Jindosh's
    trap, we find ourselves in the next part of
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    the mansion - the lavish and luxurious visitor's
    area.
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    The main room is a giant space with a glass
    floor, entertainment on demand, and two huge
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    waterfalls that drop into turbines and provide
    power for the mansion.
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    So far we've been lead through the house by
    Jindosh's directions and the game's waypoints
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    - but now the level opens up.
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    There's a way forward but it's blocked by
    an electrifying arc pylon, and there are rooms
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    to explore on both the left and right.
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    So I asked Dana if this was supposed to be
    the moment where the player was left to figure
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    things out for themselves.
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    DANA: Yes that's basically it.
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    This is really the moment where the level
    now starts to open up and it's really driven
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    by your own curiosity and your own observation.
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    What you notice completely dictates
    what your goals are now.
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    If you just see the elevator then now it's
    a vignette about getting past the arc pylon.
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    But maybe you notice that one of the gratings…
    there's a hole in that.
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    So maybe that's the thing you notice and now
    your goal is 'I want to get through there'.
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    Or maybe you've already realised that those
    windows are all openable and you can get behind
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    the scenes.
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    It's really just about what you've noticed
    at this point and the only place where you're
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    fully blocked here is if you're just not taking
    in anything.
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    So the game really forces you to look around
    and notice all these different things.
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    MARK: There's these characters here: the buyers.
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    Why did you include them?
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    DANA: That was part of the the world building.
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    Jindosh is very showy and he's kind of a capitalist.
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    You know, he wants to sell his work, he's
    in it for the money - which we eventually
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    got to revisit in Death of the Outsider where
    we actually showed that someone had bought
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    some of the clockwork soldiers and you see
    them in the bank.
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    So he has this very opulent place, he wants
    people to come to him to be awed by his creations
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    and then buy them.
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    This is an example of two buyers.
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    You know, Jindosh like welcomed them in just
    like he had welcomed you in.
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    They're escorted into this room.
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    But then Emily arrives and Jindosh just completely
    forgets about them!
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    MARK: One of my favourite things about the
    level is being able to slip through the walls
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    during a transformation.
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    DANA: Yeah, like… it was always imagined
    that way because all the prototypes were built
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    around the idea that it's not only about the
    two configurations - it's about all the possibilities
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    that happen during the transition.
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    That's why they all happen so slowly.
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    MARK, NARRATION: Beneath the lavish visitor's
    area, deep within the mansion's underbelly,
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    is a more utilitarian zone.
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    Here you'll find a secret kitchen,
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    a pair of guards to scrap with, and the place
    where Jindosh is keeping Sokolov.
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    But first, I wanted to ask about this familiar
    looking head that's being used for target practice.
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    Was it a reference to the earlier version of
    the clockwork soldiers, as seen in the game's
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    first trailers?
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    DANA: Yes. Actually, for a long time that's
    how they looked in the game.
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    Feedback was that they weren't intimidating
    enough.
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    But you get feedback from all sorts of sources
    and when they start to line up you start to
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    see a trend - which is the clockwork soldiers
    look goofy.
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    So you change it.
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    But thankfully we got a second chance with
    those heads again in Death of the Outsider.
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    MARK: So tell me about the assessment chamber.
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    DANA: When we started I was doing all these
    prototypes and what was to be the assessment
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    chamber was originally like half of the entire
    map.
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    It was originally enormous.
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    And the original concept was that Jindosh
    was not just testing their basic locomotion
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    and response to sight and sound, but he was
    like trying to see if he had invented ethics.
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    So he would put the clockwork soldiers in
    all these ethical situations where you have
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    an arbitrary goal, and the easy way to achieve
    the goal involved somebody dying.
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    And of course the difficult solution would
    allow you to spare them.
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    This was very on the nose for the game we
    were making.
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    But you had to go through this whole very
    long obstacle course to finally reach Sokolov.
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    And in the end we made the most conservative
    version of this that still achieves the original
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    goal: which is that: where would Jindosh
    put Sokolov in his house?
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    Because he doesn't have a jail cell.
    So where would he go?
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    Well he puts him in the… we called it the
    rat maze, the new version.
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    Like a little obstacle course for the the
    clockwork soldier.
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    MARK: How else did the level change during
    development?
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    DANA: This iteration of the design, the idea
    was that the place was going to be just an
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    impossible maze.
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    There was no way that you could like navigate
    it without help so there was going to be like
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    these panels that you could tell the house
    where are you trying to go.
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    I'm glad we did not go in this direction.
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    I think what we went with for, like, letting
    the player understand it… like this is a
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    space that I can have mastery of.
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    I'm using these transformations deliberately
    to achieve a goal and it is kind of the opposite
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    of what that early attempt was, which was
    just maze-like.
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    Achieving mastery there is not possible, because
    the level's antagonistic towards you.
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    In the final version the level is part of
    your toolset at one point.
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    MARK: Okay, I've got Sokolov.
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    Gonna have to carry him all the way back to
    the entrance.
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    DANA: I really wanted there to be a way for
    you to get Sokolov out without exiting yourself,
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    because I didn't think it was fun to have
    to go all the way back out of the map carrying
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    him and keeping him alive.
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    So I created all of these different routes
    and methods.
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    At one point I imagined there was a clockwork
    soldier delivery mechanism and it was basically
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    like a pneumatic tube that Jindosh would load
    the clockwork soldiers in and would shoot
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    them down this gigantic pipe into the city.
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    And you could put Sokolov into one of those
    and just shoot him out.
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    But we had so many budget constraints on this
    map and that was just way out of scope.
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    So in the end the solution was just to make
    Sokolov really resistant to damage.
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    MARK: But it is nice that the level changes
    after you grab Sokolov.
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    DANA: Yeah, like, there's two changes that
    happen - if you do Sokolov first.
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    So the guards appear from the elevator, and
    there's other clockwork soldiers that are
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    stowed away in the walls and those will have
    emerged.
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    So we wanted the player's experience to be
    a bit different if you did go after Sokolov
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    first because Jindosh is still alive and observing
    and reacting.
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    And that's a bit of the SHODAN-ness coming
    into play here.
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    MARK: Do you have, like, an intended order
    for the level?
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    You know, Sokolov first or Jindosh first?
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    DANA: For 99.9… how many other nines you
    need, the layout is designed so that what
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    you do first is purely based on what you want
    to do first or just like where your curiosity
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    takes you.
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    For speedrunners: definitely Jindosh first,
    Sokolov second.
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    That's that's the point zero zero zero one
    percent.
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    That's just logical for speed running because
    you need to take Sokolov to the exit therefore
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    you're going to do Sokolov last.
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    So there were a lot of decisions built around
    'how are speedrunner is going to interact
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    with this map?'.
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    MARK, NARRATION: With Sokolov safe, it’s
    time to face down Jindosh himself.
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    And so I made my way to his private chambers.
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    Here, you'll find two of the most complex
    areas in the level: a rotating bedroom that
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    can be twisted into dozens of different combinations,
    and a laboratory where different research
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    stations can be dragged up from a storage
    area down below.
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    But… there are so many routes you
    can take to get here, and that's because the
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    stage is so incredibly dense and interconnected.
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    I wanted to know how Arkane managed to make
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    such a complex area feel even
    remotely understandable for players.
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    DANA: A rule of thumb there is never have
    more than three ways in and out of a room.
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    But that's excluding special ways.
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    But the other thing we did with the layout,
    as far as like keeping it approachable, is
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    the building is divided very cleanly into
    four sections
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    (five sections if you count the
    assessment chamber area),
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    and each of those areas have
    very strong thresholds disconnecting them.
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    So you know when you're moving from one zone
    to the next, so now you can kind of, like,
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    flush your RAM.
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    We actually we call that the door effect:
    every time the player goes through a door
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    you can let them forget about what was behind
    them and let them process what's in front
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    of them.
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    MARK: So this is Jindosh's bedroom, how was
    this built?
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    DANA: It was built around this idea of 'it's
    three rooms, there's a rotating part in the
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    centre, each room has two configurations'.
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    So you wind up with this very complex space
    of multi-usage rooms.
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    For example, there was going to be the bedroom
    and then he can roll out of bed, pull the
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    lever, wait three seconds, turn around, and
    his bathtub would be right there.
  • 19:00 - 19:03
    That was like the seed that grew into this.
  • 19:03 - 19:04
    That was my starting point.
  • 19:04 - 19:12
    What are the whims of this person and what
    would he find comfortable or comforting?
  • 19:12 - 19:16
    This room is also where we we started to have
    fun with hidden rooms.
  • 19:16 - 19:22
    For the most part the mechanisms were either
    what's happening in the space and what's behind
  • 19:22 - 19:26
    the scenes. But in this case we started to
    have little hidden closets.
  • 19:26 - 19:32
    So there's two hidden chambers here that are
    really tricky to get - you have to be really
  • 19:32 - 19:34
    paying attention to how everything is moving.
  • 19:34 - 19:38
    MARK: This mechanism in the lab is just crazy.
  • 19:38 - 19:42
    Why was it so important to make everything
    work so realistically when a lot of players
  • 19:42 - 19:44
    may never even notice it?
  • 19:44 - 19:51
    DANA: Even if a player isn't consciously aware
    of everything that's happening it all soaks in.
  • 19:51 - 19:55
    I feel like it all like feeds little by little
    the overall feeling.
  • 19:55 - 20:00
    And also we, just, were really excited and
    really passionate about it.
  • 20:00 - 20:06
    So, like, the whole team, the whole studio
    is working on Dishonored 2 - but inside that
  • 20:06 - 20:09
    there's two like almost indie teams.
  • 20:09 - 20:13
    One of them is working on Crack in the Slab
    and then there was team Clockwork Mansion.
  • 20:13 - 20:18
    We constantly were just taking that little
    extra step to make sure that everything was just right.
  • 20:18 - 20:22
    MARK: I feel like the non-lethal solution
    for dealing with Jindosh is pretty dark!
  • 20:22 - 20:25
    DANA: That came from creative direction.
  • 20:25 - 20:30
    The request was the solution to Jindosh is
    to use this electroshock treatment to make
  • 20:30 - 20:33
    him no longer able to invent things.
  • 20:33 - 20:36
    I wanted a third way.
  • 20:36 - 20:40
    I really wanted you to be able to just leave
    with Sokolov and leave Jindosh alone.
  • 20:40 - 20:47
    I felt like that was a choice that made sense
    for the players motivation
  • 20:47 - 20:49
    and even Emily's motivation.
  • 20:49 - 20:54
    Like, you're not deciding to not engage with
    the content - the content is in front of you
  • 20:54 - 20:57
    and you're making the choice to not do the
    thing.
  • 20:57 - 21:01
    That's as much of a choice as doing the thing.
  • 21:01 - 21:05
    But the reason why we couldn't do the third
    option of leaving him alone was every time
  • 21:05 - 21:08
    you have a decision like that, there's budgets
    everywhere.
  • 21:08 - 21:13
    So in this case it was a voice acting budget:
    all of the different outcomes have to be supported
  • 21:13 - 21:19
    later on in the game and as soon as we then
    had to branch into three the the cost of recording
  • 21:19 - 21:24
    for each of those different outcomes… like
    between The Outsider commenting on what you've
  • 21:24 - 21:30
    done or recordings at the Duke's palace of
    Jindosh's fate… it was decided that, no we
  • 21:30 - 21:33
    have to stick to two. You either kill him or
    you use the electroshock.
  • 21:33 - 21:37
    MARK: Would you have minded that players would
    completely skip a lot of content?
  • 21:37 - 21:42
    DANA: This is the game where you can skip
    an entire level if you do a puzzle so I would
  • 21:42 - 21:47
    say we're very firmly in the camp of let the
    player find their own way through the map.
  • 21:47 - 21:53
    And if that means missing half the content
    then that's how they chose to engage with
  • 21:53 - 21:54
    the content.
  • 21:55 - 21:57
    MARK, NARRATION: And so there we have it.
  • 21:57 - 22:02
    The Clockwork Mansion was a simple idea, that
    truly came to life through careful planning,
  • 22:02 - 22:06
    clever prototypes, and endless iterations.
  • 22:06 - 22:12
    There were many roadblocks along the way - like
    limited budgets and technical constraints.
  • 22:12 - 22:16
    Rotating walls, for example, were not going
    to play nicely with AI pathfinding.
  • 22:16 - 22:22
    But clever workarounds, precision cutting,
    and the hard work of a huge team of collaborators
  • 22:22 - 22:28
    meant the level never felt compromised - or
    anything less than one of the most memorable
  • 22:28 - 22:31
    stages from the last few years.
  • 22:31 - 22:34
    My thanks to Dana and David for their time
    and transparency.
  • 22:34 - 22:37
    A lightly edited version of our entire 2 hour
  • 22:37 - 22:43
    Zoom call is available to everyone who supports
    GMTK over on Patreon.
  • 22:43 - 22:47
    And speaking of supporting the show - if you
    like what you just saw and want to show your
  • 22:47 - 22:51
    appreciation, please check out this quick
    YouTube ad break.
  • 22:51 - 22:54
    Stick around afterwards for an indie game
    recommendation.
  • 22:55 - 23:02
    My indie game recommendation this time is
    I Am Dead - an adorable afterlife adventure
  • 23:02 - 23:07
    about phasing through objects to find treasured
    items and memories.
  • 23:07 - 23:12
    It's a lightweight, noodley puzzle game with
    a winning art style, a heartfelt storyline,
  • 23:12 - 23:17
    and a unique mechanic that eagerly encourages
    poking and prodding at everything you see.
  • 23:17 - 23:21
    I Am Dead is out now on Switch and Steam.
Title:
Dishonored 2 Designers Break Down the Clockwork Mansion | On the Level
Description:

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Video Language:
English
Duration:
23:22

English subtitles

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